Quoted from DarthXaos:New pinball games should have a "tutorial mode" that comes up as an option on the screen.
"To start your ball, pull back on and release the PLUNGER (big graphic showing a hand doing just that). The further you pull back, the further your ball will go. Try and pull it back just right and you can hit the SKILL SHOT for additional points!"
"This ball is about to come out HERE (flash light on kickout hole) It will roll across the LEFT FLIPPER. Push the FLIPPER BUTTON on the LEFT side of the machine to FLIP the FLIPPER (show animation of a flipper flipping). Depending on where the ball is when you flip, it will go at a different angle on the playfield. Try to hit it so it goes up the RIGHT RAMP (flash right ramp)"
etc etc
We're still learning (and we'll continue to learn) how best to use our LCD to instruct the player. Since the LCD is integrated into the p/f and can highlight the actual shots players needs to hit, we can give them all of the information they need, right where they're looking while playing.
That said, while onscreen instructions seem great (and they can be), they have to be integrated properly into gameplay. Right before TPF, we replaced our placeholder mode introductions with short tutorials, explaining exactly what would happen in the mode and highlighting the appropriate shots. Some people read through the instructions (with most then ignoring them), and others immediately flipped to cancel them. A bunch of people who cancelled them then asked us what they were supposed to be done, heh.
Here's a short video from TPF (software at ~50%) showing all 3 of the scene modes. The player cancelled the first mode's instructions (warehouse) and watched the second one (Shootin' Range). You'll also notice in the third scene we used dynamic insert arrows to identify new shot objectives. Specifically, after the player shot some swamp gas, we turned on the insert arrows pointing to the canister and labeled them with "Store Gas". The canister shot is only relevant after gas is shot, so that insert arrow doesn't exist at other times during the mode.
Clearly we can (and will) do a lot to present the information in a more exciting manner, but we learned a lot from watching people respond to even these very primitive instructions.
The person who just walks up to the game to play it once or twice doesn't likely want to sit through and process a short tutorial (even if just a few seconds long). On the other hand, people who really get into the game will figure out most of the basic rules very quickly, making tutorials tedious. The trick is to present the information in such a way that they can learn from it without being overwhelmed by it.
Blinking insert arrows and such *are* instructions, at least in a simplistic form. With the P3, we're able to label those insert arrows based on the objectives they represent at any given time, so that helps define broader objectives that make use of the specific shots being labeled.
We've also started adding on screen instructions to indicate why things might not have happened as expected. For instance, if you shoot the mode hole when it isn't lit, an arrow will show up telling you to shoot the right ramp to light mode. If you shoot the right ramp again after lighting mode, you'll get a secondary arrow pointing to the mode hole (in addition to the labelled & blinking insert arrow), reinforcing the need to shoot the hole. Once we get voice calls integrated, we'll reinforce these instructions with callouts.
The p/f LCD gives us the ability to provide a lot more information (instructions, rewards, stats, etc) to the player during gameplay. The trick is figuring out the best way to present it. Luckily, it's all dynamic... so we can keep trying until we hit on things that work really well.
If you haven't already seen the more comprehensive gameplay video (recorded a couple of weeks before TPF, and already outdated. It has our old, temporary text-block mode intros), it's worth a watch:
- Gerry
http://www.multimorphic.com